A little help, friends.
Ok, I've got this scene 320x4800, it's a puzzle game where you solve a puzzle and the camera pans up Y to the next puzzle. I have an invisible mover with a constrain camera rule that when the score reaches 1, the mover moves to 720, when the score reaches 2 it moves to 1200 and so on until it reaches the top of the scene.
I'm using an interloper(now, after several frustrating attempts with movers and booleans) and if the score is 1 it will move to the first marker(720), but only if that's the only interlope rule that I have. If I add a second interloper it overpowers the prior and goes to the farthest point.
So, how do I get my camera to pan to the next section of the scene every time the desired score is reached? I'm sure it's something simple that I'm just not seeing. Any help is appreciated!
Comments
Here is the very simple rule that I'm using. My plan was to just duplicate this 9 times and change the Y position and score for each, but... that's not working.
I assume your rule will trigger whenever the scores are different (e.g. going from 0 to 1, from 0 to 2, or from 1 to 2), so you need to change that rule. It has nothing to do (directly) with interpolating. Never heard it called "interloping."
Is the player able to score two points quickly? And if so, what do you want to happen when that occurs?
By the way, you can interpolate the camera origin without using a moving actor. You just interpolate the camera origin attribute directly.
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"I assume your rule will trigger whenever the scores are different (e.g. going from 0 to 1, from 0 to 2, or from 1 to 2)"
That is correct, Sir.
"Is the player able to score two points quickly? And if so, what do you want to happen when that occurs?"
He shouldn't, it's similar to a doors game where you solve one puzzle and you are given 1 point that moves the camera 480 pixels centered to the next puzzle for you to solve. It will do this 10x on a 4800Y scene before completing the level.
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"By the way, you can interpolate the camera origin without using a moving actor. You just interpolate the camera origin attribute directly._"
Oh, that may just work great. That was the first thing I looked for, but when there were no scene or camera options available in the attributes I figured it couldn't be done yet. I'm sure I can find a post where someone has tried this before.
Thanks much.
You have to unlock an actor on the scene in order to access the camera attributes, which are scene attributes.
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Wow, so simple. I was actually scared away from unlocking actors after I watched the video by Tshirt about the problems that can develop if you have lots of scenes with actors unlocked. Thanks a mil.
You do have to be careful about unlocking actors. An unlocked actor is an "instance" and has its own unique rules that may differ from the prototype actor's rules. In the case of camera values, I usually create a separate actor that I unlock and then use for any changes to the camera values. This "camera control" actor then gets placed on each scene.
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